Originally Posted by
tasebro
Well, zealous, here is some more irrelevant conjecture for you to dismiss:
Just want ya to take a breather and think about things objectively...
Originally Posted by
tasebro
Specifically, my current main multiclass DPS toon can self-heal, as well as effectively tank AND deal adequate TWF DPS resulting from qualifying for warforged, kensei (unarmed) with monk sauce and a side of UMD (rogue).
Come nerfdate 5 (good one squelch) I am going to loose all the nice stacked speed boosts I now have access to (arrived at via multi-class build "speed" synergies, which ARE going away), and therefore a good chunk of practical DPS output potential (looks to me to be about 30-35% drop), therefore turning what is an effective sub-optimal "speed" build, into just another broken liability, therefore the bulk of that toons' current usefulness TO ME is going to vanish.
Ease off on the hyperbole, your build doesn't have ranger levels so will lose less than 10% dps. If you have monk levels for wind stance, the relative value of windstance will be greater come U5 than it is now. Haste boost is unchanged but with less haste stacking, relative gain is increased.
Originally Posted by
tasebro
Furthermore, your dismissals miss the key point, I PAID for that specific utility on THAT toon, not for your sense of 'game balance', which is frankly neither needed, nor wanted
You paid for access to races/classes/modules in turbines game, subject to changes.
You still have access to those races/classes/modules in turbines game, subject to changes.
Originally Posted by
tasebro
(...fact being I don't give a flip about 'game balance'; if i did, I would not invest my time building such toons, I would just play WoW now wouldn't I?).
This does indeed seem to be the problem. The point of game balance is that the game wouldn't be fun without it.
Originally Posted by
tasebro
What I do want is the return on the resouces I invested in my toon--which I am currently getting--no more, no less. Since I am loosing all my stacked speed boosts, taking a significant hit on my DPS output with nothing to compensate that loss then that is not "game balance", its just a nerf that invalidates what is currently a viable build.
But thing is dude, viability is not based on how powerful the build is compared to the content, it's based on how powerful the build is compared to other builds.
How powerful builds are compared to the content is how difficult/easy the game is.
....
I don't know your exact class split so can't really evaluate how the change affects you, it's less then you think though.
Let's take a educated guess as to your split and try to make a some educating example of why nerfs are sometimes needed.
A.Let's say we add a class that's in every way like the fighter but gets +20damage attack per level and full divine and arcane spell casting, oh, and full bard songs, 20 skillpoints per level and access to all skills ofc. Taking 20 levels of that class would be better than any combination of 20 levels of other classes so taking levels of any other class would be pointless.
Due to there effectively over time, as people leveled the supah class, wouldn't be any other builds, there would be less variety in group compositions. There would be less variety in play and the game would likely become duller, less fun.
If we then "nerfed that class into oblivion" by halving the damage add, forcing you to choose between full divine or full arcane casting as well as halving skillpoints. That class would still be better than alternatives. It'd still be in need of massive nurfage.
B.
Hasteboost IV states that it adds 30% attack speed. Since attack speed increases in DDO decreases the time required for one animation you might think that the number of attacks would increase by 1/0.7-1~43% with haste boost IV going. You would be wrong though.
Each animation consists of "two parts" the animation itself and a static overhead, haste effects only increase the speed of the first part. This is made even more convoluted by different fighting styles having different overheads.
Thus the increase due to haste boost IV would be:
Code:
Armed Unarmed
Unhasted: 1,35 1,32
Hasted: 1,34 1,305
pre U5 madstoned: 1,336 1,30
pre U5 madstoned+windII: 1,33 1,296
Now one could certainly go on a nerd rage rampage about haste boost only giving about 90% of the boost it should. That would however be absolutely silly seeing as haste boost is massively overpowered (imo), incidently giving as much increase as the entire frenzied berserker prestige line (while boosted).
Now currently that's kinda ok since rogues/fighters are fairly balanced with other classes. However, the existance of haste boost severly limits the design space for interesting dps boosting feats and enhancements for fighters/rogues. e.g. rogue PrCs hardly add any dps at all, kensai don't provide much dps. It also skews multiclassing to preferentially include fighter/rogue levels since haste boost is aquired in early levels.
C. How your build is affected.
Your build is very likely buffed compared to other 2wf.
* You have haste boost, haste boots becomes relatively better in U5
* You have wind stance, double strike is relatively better than alacricity bonus
Assuming hasteboost IV+qd and windII:
Code:
Pre-U5 APS Armed Unarmed
unboosted hasted: 1.759 1.924
boosted hasted+windII: 2.150 2.406
unboosted madstone: 1.843 2.025
boosted madstone+windII: 2.245 2.525
unarmed boosted madstone+windII/armed unboosted hasted
2.406/1.759=1.368
unarmed boosted madstone+windII/armed unboosted madstone
2.525/1.843=1.370
---------------------------------------------------------------------
U5 APS Armed Unarmed
boost+windII+haste: 2.175 2.424
unarmed boosted hasted+windII/armed unboosted hasted
2.424/1.759=1.378
Despite unarmed being more affected by the reduction to madstone haste effect, your build is very likely nerfed relatively less than others. Thus the viability of your build has likely increased.
Until they bring haste boost in line >;-)
tl;dr I don't quite get what you're griping about since your build likely got buffed